Выдача с определенного раунда

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fox

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Что и куда нужно вставлять? Профан совершенно в данном вопросе.


Код:
/**
* Credits: Arkshine, https://forums.alliedmods.net/showpost.php?p=1567176&postcount=16
*
*/

#include <amxmodx>
#include <fakemeta>
#include <engine>
#include <fun>
#include <csx>

/* Settings */
    /* Enable action only for the privileged */
// #define ACCESS_FLAGS    ( ADMIN_LEVEL_H )

    /* Enable action only for teammates */
// #define ONLY_FOR_TEAMMATES

const HEALTH_TO_HEAL    = 50;
const HEALTH_MAX        = 100;
const HEAL_RADIUS        = 300;

new const MODEL_V[]        = "models/v_he_mk_nade.mdl";
new const MODEL_P[]        = "models/p_he_mk_nade.mdl";
new const MODEL_W[]        = "models/w_he_mk_nade.mdl";

new const SPRITE_EXPLODE1[]    = "sprites/heal_explode.spr";
new const SPRITE_PROS[]        = "sprites/heal_shape.spr";

new const SOUND_HEAL[]        = "woomen_expr.wav";
/* End of settings */

enum {
    XO_WEAPON    = 4,
    XO_CGRENADE = 5,
    m_pPlayer    = 41,
    m_usEvent    = 114
}

new const EXCLASS[] = "grenade";

enum { STATUSICON_HIDE = 0, STATUSICON_FLASH = 2 };

const flagSmokeEvent    = (1 << 1);

#define IsSgGrenade(%1)            (get_pdata_int(%1, m_usEvent, XO_CGRENADE) & flagSmokeEvent)

#define _GetEntOwner(%1)        pev(%1, pev_owner)
#define _GetEntOrigin(%1,%2)    pev(%1, pev_origin, %2)

#define _SetViewModel(%1,%2)    set_pev(%1, pev_viewmodel2, %2)
#define _SetWorldModel(%1,%2)    set_pev(%1, pev_weaponmodel2, %2)

new g_MsgId_StatusIcon, g_MsgId_ScreenFade;

new g_pFirstExplosion,
    g_pPros,
    g_pCircle;

new const VERSION[] = "0.0.3";

public plugin_init() {
    register_plugin("Smoke: HealthNade", VERSION, "wopox1337");

    g_MsgId_StatusIcon = get_user_msgid("StatusIcon");
    g_MsgId_ScreenFade = get_user_msgid("ScreenFade");

    register_touch(EXCLASS, "*", "CGrenade_ExplodeTouch");

    register_event("CurWeapon", "Event_CurWeapon", "be", "1=1");
}

public plugin_precache() {
    precache_model(MODEL_V);
    precache_model(MODEL_P);
    precache_model(MODEL_W);

    g_pFirstExplosion = precache_model(SPRITE_EXPLODE1);
    g_pPros = precache_model(SPRITE_PROS);
    g_pCircle = precache_model("sprites/shockwave.spr");

    precache_sound(SOUND_HEAL);
}

public Event_CurWeapon(pPlayer)    {
    enum { WeaponID = 2 };
    if(read_data(WeaponID) == CSW_SMOKEGRENADE)    {

#if defined ACCESS_FLAGS
        if(!IsUserHaveAccessToUse(pPlayer)) return;
#endif

        OnPlayer_SetViewModels(pPlayer);
        Send_StatusIcon__Cross(pPlayer);
    }
    else Send_StatusIcon__Cross(pPlayer, .status = STATUSICON_HIDE);
}

public grenade_throw(pPlayer, pEnt, w_id) {
    if(w_id != CSW_SMOKEGRENADE)
        return;

#if defined ACCESS_FLAGS
    if(!IsUserHaveAccessToUse(pPlayer)) return;
#endif

    OnGrenade_SetWorldModel(pEnt);
}

public CGrenade_ExplodeTouch(const pEnt, const pOther) {
    // Filter to another grenades type
    if(!IsSgGrenade(pEnt))
        return;

    static iOwner; iOwner = _GetEntOwner(pEnt);

#if defined ACCESS_FLAGS
    if(!IsUserHaveAccessToUse(iOwner)) return;
#endif

    static Float: fOrigin[3], iOrigin[3];
    _GetEntOrigin(pEnt, fOrigin);
    FVecIVec(fOrigin, iOrigin);

    // Show visuals
    Send_Explode(iOrigin);
    Send_Pros(iOrigin);
    Send_ShockWave(iOrigin);
    OnGrenade_PlaySound(pEnt);

    // Removed default smoke entity, and his detonate event accordingly
    OnGrenade_RemoveByTouch(pEnt);
 
    // Action on near players
    HealPlayersOnRadius(iOwner, fOrigin);
}

stock HealPlayersOnRadius(pInflictor, Float: fOrigin[3]) {
    for(new pPlayer = 1; pPlayer <= MaxClients; pPlayer++) {
        if(is_user_alive(pPlayer)) {

#if !defined ONLY_FOR_TEAMMATES
            if(get_user_team(pInflictor) != get_user_team(pPlayer))
                continue;
#endif
        #pragma unused pInflictor

            static Float: playerOrigin[3];
            _GetEntOrigin(pPlayer, playerOrigin);

            if(get_distance_f(fOrigin, playerOrigin) < HEAL_RADIUS)
                OnPlayer_HealEvent(pPlayer);
        }
    }
}

stock OnPlayer_HealEvent(const pPlayer) {
    set_user_health(pPlayer, min(get_user_health(pPlayer) + HEALTH_TO_HEAL, HEALTH_MAX));
    __UTIL_ScreenFade(pPlayer);
}

stock OnPlayer_SetViewModels(const pPlayer) {
    _SetViewModel(pPlayer, MODEL_V);
    _SetWorldModel(pPlayer, MODEL_P);
}

stock OnGrenade_SetWorldModel(const pEnt)
    engfunc(EngFunc_SetModel, pEnt, MODEL_W);

stock OnGrenade_RemoveByTouch(const pEnt)
    engfunc(EngFunc_RemoveEntity, pEnt);

stock Send_StatusIcon__Cross(const pPlayer, status = STATUSICON_FLASH) {
    message_begin(MSG_ONE_UNRELIABLE, g_MsgId_StatusIcon, .player = pPlayer);
    write_byte(status);
    write_string("cross");
    write_byte(0);
    write_byte(255);
    write_byte(0);
    message_end();
}

stock OnGrenade_PlaySound(const pEnt)
    engfunc(EngFunc_EmitSound, pEnt, CHAN_WEAPON, SOUND_HEAL, VOL_NORM, ATTN_NORM, 0, PITCH_NORM);


stock Send_Explode(iOrigin[3]) {
    emessage_begin(MSG_PVS, SVC_TEMPENTITY);
    ewrite_byte(TE_EXPLOSION);
    ewrite_coord(iOrigin[0]);
    ewrite_coord(iOrigin[1]);
    ewrite_coord(iOrigin[2] + 65);
    ewrite_short(g_pFirstExplosion);
    ewrite_byte(30);
    ewrite_byte(20);
    ewrite_byte(TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES);
    emessage_end();
}

stock Send_Pros(iOrigin[3]) {
    emessage_begin(MSG_PVS, SVC_TEMPENTITY);
    ewrite_byte(TE_SPRITETRAIL);
    ewrite_coord(iOrigin[0]);
    ewrite_coord(iOrigin[1]);
    ewrite_coord(iOrigin[2] + 20);
    ewrite_coord(iOrigin[0]);
    ewrite_coord(iOrigin[1]);
    ewrite_coord(iOrigin[2] + 80);
    ewrite_short(g_pPros);
    ewrite_byte(20);
    ewrite_byte(20);
    ewrite_byte(4);
    ewrite_byte(20);
    ewrite_byte(10);
    emessage_end();
}

stock Send_ShockWave(iOrigin[3]) {
    emessage_begin(MSG_PVS, SVC_TEMPENTITY);
    ewrite_byte(TE_BEAMCYLINDER);
    ewrite_coord(iOrigin[0]);
    ewrite_coord(iOrigin[1]);
    ewrite_coord(iOrigin[2]);
    ewrite_coord(iOrigin[0]);
    ewrite_coord(iOrigin[1]);
    ewrite_coord(iOrigin[2] + HEAL_RADIUS);
    ewrite_short(g_pCircle);
    ewrite_byte(0);
    ewrite_byte(1);
    ewrite_byte(5);
    ewrite_byte(30);
    ewrite_byte(1);
    ewrite_byte(10);
    ewrite_byte(255);
    ewrite_byte(40);
    ewrite_byte(255);
    ewrite_byte(5);
    emessage_end();
}

stock __UTIL_ScreenFade(const pPlayer, iColor[3] = {170, 255, 0}, iAlpha = 80, Float: flFxTime = 1.0, Float: flHoldTime = 0.3) {
    const FFADE_IN = 0x0000;

    emessage_begin(MSG_ONE_UNRELIABLE, g_MsgId_ScreenFade, .player = pPlayer);
    ewrite_short(FixedUnsigned16(flFxTime));
    ewrite_short(FixedUnsigned16(flHoldTime));
    ewrite_short(FFADE_IN);
    ewrite_byte(iColor[0]);
    ewrite_byte(iColor[1]);
    ewrite_byte(iColor[2]);
    ewrite_byte(iAlpha);
    emessage_end();
}

stock FixedUnsigned16(Float:flValue, iScale = (1 << 12)) {
    return clamp(floatround(flValue * iScale), 0, 0xFFFF);
}

stock IsUserHaveAccessToUse(const pPlayer) {
    // Anytime we can add other checks, like cached bool
    return (get_user_flags(pPlayer) & ACCESS_FLAGS);
}

stock IsAllowedToUse() {
    return true;
}
 
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Код:
+#define AccessRound 2
+new g_iRoundNum;

public plugin_init() {
    register_plugin("Smoke: HealthNade", VERSION, "wopox1337");

    g_MsgId_StatusIcon = get_user_msgid("StatusIcon");
    g_MsgId_ScreenFade = get_user_msgid("ScreenFade");

    register_touch(EXCLASS, "*", "CGrenade_ExplodeTouch");

+    register_logevent("LogEvent_RestartGame", 2, "1=Game_Commencing", "1&Restart_Round_");
+    register_event("HLTV", "Event_HLTV", "a", "1=0", "2=0");

    register_event("CurWeapon", "Event_CurWeapon", "be", "1=1");
}

+public LogEvent_RestartGame() {
+    g_iRoundNum = 0;
+}

+public Event_HLTV() {
+    g_iRoundNum++;
+}

public Event_CurWeapon(pPlayer)    {
    enum { WeaponID = 2 };
    if(read_data(WeaponID) == CSW_SMOKEGRENADE)    {
+        if(g_iRoundNum < AccessRound) return;

#if defined ACCESS_FLAGS
        if(!IsUserHaveAccessToUse(pPlayer)) return;
#endif

        OnPlayer_SetViewModels(pPlayer);
        Send_StatusIcon__Cross(pPlayer);
    }
    else Send_StatusIcon__Cross(pPlayer, .status = STATUSICON_HIDE);
}

public grenade_throw(pPlayer, pEnt, w_id) {
    if(w_id != CSW_SMOKEGRENADE)
        return;

+    if(g_iRoundNum < AccessRound) return;

#if defined ACCESS_FLAGS
    if(!IsUserHaveAccessToUse(pPlayer)) return;
#endif

    OnGrenade_SetWorldModel(pEnt);
}

public CGrenade_ExplodeTouch(const pEnt, const pOther) {
    // Filter to another grenades type
    if(!IsSgGrenade(pEnt))
        return;

+    if(g_iRoundNum < AccessRound) return;

    static iOwner; iOwner = _GetEntOwner(pEnt);

#if defined ACCESS_FLAGS
    if(!IsUserHaveAccessToUse(iOwner)) return;
#endif

    static Float: fOrigin[3], iOrigin[3];
    _GetEntOrigin(pEnt, fOrigin);
    FVecIVec(fOrigin, iOrigin);

    // Show visuals
    Send_Explode(iOrigin);
    Send_Pros(iOrigin);
    Send_ShockWave(iOrigin);
    OnGrenade_PlaySound(pEnt);

    // Removed default smoke entity, and his detonate event accordingly
    OnGrenade_RemoveByTouch(pEnt);
 
    // Action on near players
    HealPlayersOnRadius(iOwner, fOrigin);
}
 

fox

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176
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Помог
7 раз(а)
Minni, Благодарю, всё вставил, всё работает.
 
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Minni, лучше бы дописал в код не доделанный участок с
Код:
stock IsAllowedToUse()
 
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